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https://github.com/photonstorm/phaser
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Added 2.1.2 build files.
This commit is contained in:
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16 changed files with 7347 additions and 1683 deletions
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@ -23,9 +23,8 @@
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* Feel free to attempt any of the above and submit a Pull Request with your code! Be sure to include test cases proving they work.
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*
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* @class Phaser.Physics.Ninja
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* @classdesc Ninja Physics Constructor
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* @constructor
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* @param {Phaser.Game} game reference to the current game instance.
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* @param {Phaser.Game} game - reference to the current game instance.
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*/
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Phaser.Physics.Ninja = function (game) {
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@ -337,8 +336,8 @@ Phaser.Physics.Ninja.prototype = {
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* The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.
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*
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* @method Phaser.Physics.Ninja#collide
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* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap.
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* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap|array} object2 - The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap.
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* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.TilemapLayer} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.TilemapLayer.
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* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.TilemapLayer|array} object2 - The second object or array of objects to check. Can be Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.TilemapLayer.
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* @param {function} [collideCallback=null] - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
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* @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
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* @param {object} [callbackContext] - The context in which to run the callbacks.
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@ -374,8 +373,8 @@ Phaser.Physics.Ninja.prototype = {
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*
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* @method Phaser.Physics.Ninja#collideHandler
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* @private
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* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.Tilemap.
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* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.Tilemap} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.Tilemap. Can also be an array of objects to check.
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* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.TilemapLayer} object1 - The first object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter, or Phaser.TilemapLayer.
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* @param {Phaser.Sprite|Phaser.Group|Phaser.Particles.Emitter|Phaser.TilemapLayer} object2 - The second object to check. Can be an instance of Phaser.Sprite, Phaser.Group, Phaser.Particles.Emitter or Phaser.TilemapLayer. Can also be an array of objects to check.
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* @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
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* @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
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* @param {object} callbackContext - The context in which to run the callbacks.
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@ -619,7 +618,6 @@ Phaser.Physics.Ninja.prototype = {
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* the Sprite itself. For example you can set the velocity, bounce values etc all on the Body.
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*
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* @class Phaser.Physics.Ninja.Body
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* @classdesc Ninja Physics Body Constructor
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* @constructor
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* @param {Phaser.Physics.Ninja} system - The physics system this Body belongs to.
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* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
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@ -1191,7 +1189,6 @@ Phaser.Physics.Ninja.Body.render = function(context, body, color, filled) {
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* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
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*
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* @class Phaser.Physics.Ninja.AABB
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* @classdesc Arcade Physics Constructor
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* @constructor
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* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
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* @param {number} x - The x coordinate to create this shape at.
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@ -2229,7 +2226,6 @@ Phaser.Physics.Ninja.AABB.prototype = {
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* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
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*
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* @class Phaser.Physics.Ninja.Tile
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* @classdesc The Ninja Physics Tile class. Based on code by Metanet Software.
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* @constructor
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* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
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* @param {number} x - The x coordinate to create this shape at.
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@ -2998,7 +2994,6 @@ Phaser.Physics.Ninja.Tile.TYPE_HALF = 30;
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* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
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*
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* @class Phaser.Physics.Ninja.Circle
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* @classdesc Arcade Physics Constructor
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* @constructor
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* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
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* @param {number} x - The x coordinate to create this shape at.
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2
build/custom/ninja.min.js
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@ -13628,8 +13628,10 @@ p2.Body.prototype.parent = null;
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p2.Spring.prototype.parent = null;
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/**
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* This is your main access to the P2 Physics World.
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* From here you can create materials, listen for events and add bodies into the physics simulation.
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*
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* @class Phaser.Physics.P2
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* @classdesc Physics World Constructor
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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* @param {object} [config] - Physics configuration object passed in from the game constructor.
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@ -15522,7 +15524,6 @@ Object.defineProperty(Phaser.Physics.P2.prototype, "total", {
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* during runtime (to remove parts, set masks, categories & sensor properties)
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*
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* @class Phaser.Physics.P2.FixtureList
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* @classdesc Collection for generated P2 fixtures
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* @constructor
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* @param {Array} list - A list of fixtures (from Phaser.Physics.P2.Body#addPhaserPolygon)
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*/
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@ -15746,7 +15747,6 @@ Phaser.Physics.P2.FixtureList.prototype = {
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* A PointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays.
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*
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* @class Phaser.Physics.P2.PointProxy
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* @classdesc PointProxy
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {any} destination - The object to bind to.
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@ -15850,7 +15850,6 @@ Object.defineProperty(Phaser.Physics.P2.PointProxy.prototype, "my", {
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* A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set.
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*
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* @class Phaser.Physics.P2.InversePointProxy
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* @classdesc InversePointProxy
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {any} destination - The object to bind to.
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@ -15959,7 +15958,6 @@ Object.defineProperty(Phaser.Physics.P2.InversePointProxy.prototype, "my", {
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* Note: When a game object is given a P2 body it has its anchor x/y set to 0.5, so it becomes centered.
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*
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* @class Phaser.Physics.P2.Body
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* @classdesc Physics Body Constructor
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {Phaser.Sprite} [sprite] - The Sprite object this physics body belongs to.
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@ -17734,7 +17732,6 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "collideWorldBounds", {
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* So use sparingly and rarely (if ever) in production code.
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*
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* @class Phaser.Physics.P2.BodyDebug
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* @classdesc Physics Body Debug Constructor
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* @constructor
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* @extends Phaser.Group
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* @param {Phaser.Game} game - Game reference to the currently running game.
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@ -18159,7 +18156,6 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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* Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
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*
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* @class Phaser.Physics.P2.Spring
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* @classdesc Physics Spring Constructor
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
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@ -18237,7 +18233,6 @@ Phaser.Physics.P2.Spring.prototype.constructor = Phaser.Physics.P2.Spring;
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* Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping.
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*
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* @class Phaser.Physics.P2.RotationalSpring
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* @classdesc Physics Spring Constructor
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
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@ -18291,11 +18286,13 @@ Phaser.Physics.P2.Spring.prototype.constructor = Phaser.Physics.P2.Spring;
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*/
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/**
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* A P2 Material.
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*
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* \o/ ~ "Because I'm a Material girl"
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*
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* @class Phaser.Physics.P2.Material
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* @classdesc Physics Material Constructor
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* @constructor
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* @param {string} name - The user defined name given to this Material.
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*/
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Phaser.Physics.P2.Material = function (name) {
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* Defines a physics material
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*
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* @class Phaser.Physics.P2.ContactMaterial
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* @classdesc Physics ContactMaterial Constructor
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* @constructor
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* @param {Phaser.Physics.P2.Material} materialA
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* @param {Phaser.Physics.P2.Material} materialB
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* @param {object} [options]
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* @param {Phaser.Physics.P2.Material} materialA - First material participating in the contact material.
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* @param {Phaser.Physics.P2.Material} materialB - Second material participating in the contact material.
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* @param {object} [options] - Additional configuration options.
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*/
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Phaser.Physics.P2.ContactMaterial = function (materialA, materialB, options) {
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*/
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/**
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* @property {Phaser.Physics.P2.Material} materialB - First second participating in the contact material.
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* @property {Phaser.Physics.P2.Material} materialB - Second material participating in the contact material.
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*/
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/**
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* Collision Group
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*
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* @class Phaser.Physics.P2.CollisionGroup
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* @classdesc Physics Collision Group Constructor
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* @constructor
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* @param {number} bitmask - The CollisionGroup bitmask.
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*/
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Phaser.Physics.P2.CollisionGroup = function (bitmask) {
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* A constraint that tries to keep the distance between two bodies constant.
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*
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* @class Phaser.Physics.P2.DistanceConstraint
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* @classdesc Physics DistanceConstraint Constructor
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
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* Connects two bodies at given offset points, letting them rotate relative to each other around this point.
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*
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* @class Phaser.Physics.P2.GearConstraint
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* @classdesc Physics GearConstraint Constructor
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
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* Locks the relative position between two bodies.
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*
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* @class Phaser.Physics.P2.LockConstraint
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* @classdesc Physics LockConstraint Constructor
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
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* Connects two bodies at given offset points, letting them rotate relative to each other around this point.
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*
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* @class Phaser.Physics.P2.PrismaticConstraint
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* @classdesc Physics PrismaticConstraint Constructor
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
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* The pivot points are given in world (pixel) coordinates.
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*
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* @class Phaser.Physics.P2.RevoluteConstraint
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* @classdesc Physics RevoluteConstraint Constructor
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* @constructor
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* @param {Phaser.Physics.P2} world - A reference to the P2 World.
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* @param {p2.Body} bodyA - First connected body.
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